» Sun May 27, 2012 9:40 pm
Ok, I'll try to put some order in our thoughts again, but now with something that can be upgraded during the time. I'll be doing this like a "will be like that" guide, but of course I don't mean to be that bold, we'll all talk about it and change things. Just doing in this model to really look like a guide, think it'll be helpful for our fellow modder. If you have an idea, simply copy everything and add it. I think it'll be better to do it after we discuss the idea, so it won't be a spam of GUIDE in all pages. Let's try adding things when they're consistent (like adding 5 quest ideas instead of one at the time, so the forum won't look messed up). This is only for illustration of what I'm talking about and to give it a try in some stuff:
BRAINSTORM GUIDE
- Quests:
A quest to gain access to the mercenary captain. (i.e. personal favor for Saad or something)
Quests to unlock higher tier mercs within level reason. (i.e. go save the imprisoned mercs in the bandit fort)
Quests to reduce merc cost and/or gain a free merc. (i.e. frequent buyer, low merc death rates)
Quests to improve the available merc gear in the merc gear pool. Perhaps if you couldn't interact with merc gear (i.e. there is a Y caravan carrying X supplies at Z location, ambush and distribute)
Option to pay Saad large sums of money to improve certain aspects of the mercs ala purchasing things for your house. (i.e. 2000 gold to sharpen all merc melee weapons, 4000 gold to reinforce all merc armor, 3000 to improve bows, 2000 to supply all mercs with 1 health potion etc)
Quests to improve the guilds influence (i.e. talk the Jarl of the city into selling a property to the guild)
- Gameplay:
Loyalty System - "Choose your battles, not your soldiers"
Some mercs are simply not as loyal to you as you would like when you contract them. Most of them are just interested in your money and don't really care about your life.
The Loyalty system could work like that: there's a % when you hire a merc that will determine how loyal he is. It will depend on his price, your level, your influence with the guild, your class and his class, the conversations you have with him and so on, plus a % randomness that will always exist (what I mean is: it can never be 100% chance of being loyal, not in his first contact with you).
If you hire someone who isn't loyal to you, you might wake up with some missing items (check your inventory constantly, you never know), be attacked during a fight (your "friend" may use the fact that you're with low health against you), be abandoned during a difficult fight and many other types of ambush.
Trust of the guild in you:
This will determine how many mercs you can have with you at the same time and their loyalty, as well as your influence with the captain of the guild and other important fellas, all of them offering new quests and special treatment depending on their trust in you.
In the beginning you can have two mercs in a "hire for the job" contract and one merc for a normal contract. Why? Simple. How can the Guild trust you'll pay their merc? They don't know if you'll just make him walk for days and days to arrive in some distant place and kill him to loot his body. They can't afford the risk of losing many mercs in an ambush, so you'll have to hire just one.
If you stay with him for 10 days, you'll be able to hire one more (for normal and hire for the job contracts). When you come to the seller (Saad, for example) and ask him for another, you'll have to start making quests for them. The first one can be simple, then you have 3 mercs to normal contract and 5 to hire for the job contract. The others will be difficult and will add more hires at your disposal only with time, much time (and by time I really mean game time, like more days with the mercs, they being payed and etc).
Types of Contracts:
- Hire for the job
You can contract a mercenary for X days, paying him only at the end of the job. The price will be determined according to the number of days, type of merc and risk of the job, that can be:
Low Risk - 0% of the price of the merc, but his health can only drop 'til 70%, or he'll left you (I wasn't hired for that sh**).
Certain Risk - 10% of the price of the merc, his health can drop only 'til 50%.
Calculated Risk - 25% of the price of the merc, health can drop 'til 30%.
High Risk - 40% of the price of the merc, health drop 'til 25%.
Deadly Risk - 60% the price of the merc, but he'll fight to death if it's necessary (and if he's loyal enough).
- Normal Contract
You pay the price of the merc and his daily wage. His skills depending of the price, as it's now.
450g to hire - 20g per day to keep it.
900g to hire - 30g per day to keep it.
1350g to hire - 40g per day to keep it.
1800g to hire - 50g per day to keep it.
It ends the kind of guide I was thinking of. Help me make more sessions and change some things that can be not that good.
This can give for you a perspective of the whole thing too, how it'll be all chained up (may disencourage you, Rmbackslash, but I hope exactly the opposite happens).